stop accessing Song::m_vpSteps directly
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@@ -391,9 +391,10 @@ RageColor SongManager::GetSongColor( const Song* pSong )
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* set up, which is too restrictive. How to handle this?
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*/
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// const StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
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for( unsigned i=0; i<pSong->m_vpSteps.size(); i++ )
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const vector<Steps*>& vpSteps = pSong->GetAllSteps();
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for( unsigned i=0; i<vpSteps.size(); i++ )
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{
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const Steps* pSteps = pSong->m_vpSteps[i];
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const Steps* pSteps = vpSteps[i];
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switch( pSteps->GetDifficulty() )
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{
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case DIFFICULTY_CHALLENGE:
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@@ -660,9 +661,10 @@ void SongManager::Cleanup()
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for( unsigned i=0; i<m_pSongs.size(); i++ )
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{
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Song* pSong = m_pSongs[i];
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for( unsigned n=0; n<pSong->m_vpSteps.size(); n++ )
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const vector<Steps*>& vpSteps = pSong->GetAllSteps();
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for( unsigned n=0; n<vpSteps.size(); n++ )
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{
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Steps* pSteps = pSong->m_vpSteps[n];
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Steps* pSteps = vpSteps[n];
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pSteps->Compress();
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}
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}
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@@ -1100,8 +1102,9 @@ static bool CheckPointer( const Steps *p )
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const vector<Song*> &songs = SONGMAN->GetAllSongs();
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for( unsigned i = 0; i < songs.size(); ++i )
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{
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for( unsigned j = 0; j < songs.size(); ++j )
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if( songs[i]->m_vpSteps[j] == p )
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const vector<Steps*>& vpSteps = songs[i]->GetAllSteps();
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for( unsigned j = 0; j < vpSteps.size(); ++j )
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if( vpSteps[j] == p )
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return true;
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}
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return false;
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